Servo-skulls: Servo-skulls are treated as counters, rather than units, for all intents and
purposes. They are placed on the battlefield after deployment areas have been
determined, but before any forces are deployed. Each Servo-skull can be placed anywhere
on the battlefield outside the enemy’s deployment zone. Once deployed, Servo-skulls do
not move.
Enemy infiltrators cannot set up within 12" of a Servo-skull. Similarly, enemy scouts
cannot use their pre-game move to approach to within 12" of a Servo-skull. A friendly unit
arriving by Deep Strike rolls one D6 less for scatter if it aims to arrive within 12" of a
Servo-skull. Likewise, friendly blast templates placed within 12" of a Servo-skull roll one
D6 less for scatter.
Servo-skulls are considered too small and agile to be attacked and cannot be harmed in
any way. However, should an enemy unit move within 6" of a Servo-skull, then the Servoskull
will self-destruct or flee the battlefield – remove it from play.
Cult Ambush
Genestealer Cults plan meticulously before each strike, their strategies honed to give every advantage when they rise up as one.
Units with this special rule that Infiltrate, or that arrive from Reserve or Ongoing Reserve, can choose to roll on the Cult Ambush table, opposite, instead of deploying or arriving from Reserves normally. Unless otherwise specified, ambushing units move onto the table as described for other Reserves and cannot move any further during the Movement phase of the turn they deploy or arrive on the battlefield. Units cannot use the Cult Ambush special rule whilst they are embarked inside a vehicle.
ces derniers agissent ils sur le cult embush ?